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Found 191 results

  1. Selling Dofus Vulbis in Rushu for 300M negotiable price you can PM me ingame at Izpangel or look for me in merchant mode around village or you can hit my FB inbox https://www.facebook.com/profile.php?id=100010377377864 thank You
  2. Hi guys, I have slowly become more and more solo as alot of people have and I am just looking for a bit of advice regarding a good team, I currently have 3 accounts with various characters; 1. 200 str iop (main) 2. 190 int osa / 185 int eni / 185 cha enu / 184 str sadi 3. 131 int/cha cra (in training) Im just looking for some advice as to which team i should run with and if i should have a different character in any of my accounts, basically I solo alot, i enjoy completing achievements and running dungeons but I also need to make some kamas to keep my team subbed, any advice is much appreciated, thanks in advance!
  3. The most ambitious tournament ever organized in DOFUS is being unveiled! With a brand new format and bigger-than-ever rewards and a final that takes place live at Paris Games Week, the DOFUS World Series looks like it's going to be spectacular! From August until October, DOFUS World Series fights will be breaking out from one end of the World of Twelve to the other! With 1500 teams at the beginning of the qualifications stage being whittled down to just 8 qualifying for the championship, of which only two will make it to the grand final live at Paris Games Week, competition is going to be fierce for the fighters and nail-biting for the spectators! Do you think you have what it takes to go up against the best? Will you have the unfailing endurance and motivation needed to win the DWS and share the cash prize of at least €10,000 up for grabs with the 8 best teams? You won't know unless you try! Brand New Format For the first time in the history of DOFUS tournaments, the competition is divided into 3 stages: Qualification Stages Championship Final Stages The qualification stages will be played according to the DOFUS Cup format, in other words 17 Swiss-style rounds followed by the sweet sixteens played in BO3* and the elite eights played in BO5**. As a result, there will only be 8 teams left at the end of these battles. And this, you say to yourselves, is where we head into the quarter finals, as usual? Nope! The 8 qualifying teams will go head to head in a championship that promises to be epic and suspenseful as the game levels are likely to be higher! 14 days of matches will take place at a rate of two days a week. At the end of the championship, the 4 best teams will qualify for the final stages. They will then have the difficult task of defeating a final opponent during a BO5 to qualify for the grand final! *BO3: In this format, a team must win two matches to be declared the winner. The results of a BO3 could be 2-0 or 2-1. **BO5: In this format, a team must win three matches to be declared the winner. The results of a BO5 could be 3-0, 3-1 or 3-2. From the sweet sixteen of the qualifications stage until the end of the competition, the team compositions will be cast aside to make way for the draft system that was already used during the DOFUS Cup. Each team will have to modify its composition before each match, carrying out a draft stage. We have decided to add two forbiddings during this stage, as the number of classes has now reached 18: A forbids a class B forbids a class A chooses a class B chooses a class B forbids a class A forbids a class B forbids a class A forbids a class B chooses a class A chooses a class A forbids a class B forbids a class A chooses a class B chooses a class As a reminder, when a class is forbidden, none of the two teams can choose it or forbid it again. When a class is chosen by one of the two teams, the other can no longer forbid it or choose it again. The map where the combat will take place will be known prior to the draft stage, so it is possible to plan your team composition to suit the location and your attack strategy. A Competition with Multiple Editions As you've no doubt guessed from the addition of "Summer Edition 2017" on this magnificent logo (it is magnificent, isn't it?), there will be two editions of the DWS per year. Our aim is to successfully provide you with stable competitive PvP system in the long-run, where everyone finds their niche, both as participants and as spectators. This first edition is a little bit special, since none of the teams have appeared in the championship yet: that's why the best 8 teams from the qualification stages will qualify. For future editions, only be the best 3 teams from the qualifications will be given the opportunity to continue their adventure in the championship: The winning team will automatically replace the team that came 8th in the previous edition's championship The teams that came in second and third place will have a BO5 play-off against the teams that came 6th and 7th in the previous edition's championship to take their place. By taking part in this first edition, your chances of reaching the championship will be almost tripled. What are you waiting for! Rewards The cash prize at the DWS launch will be worth €10,000. But this amount can change! From today and until the tournament final, two exclusive items are on sale in our shop: the Zadioc Set and the Gladiator Emote. Zadioc Set Gladiator Emote Each time one of these items is sold, 50% of the sale price is immediately transferred to the cash prize. So, half of the money you spend will be redistributed to players at the end of the tournament! It's a way for you to increase the reward for the future winners, while benefitting from unique and exclusive items that will never again be available to buy after this edition of the DWS! Once the tournament is over, you will have a little souvenir to show other players that you were there for this first edition! And, of course, we'd just like to make it clear that participation in the tournament is completely free, and you do not, under any circumstances, need to contribute to the cash prize to register. You can watch the cash prize grow almost in real time** on the event page. **Purchases will be added to the sum displayed with a delay of 24 hours How can you take part? As the name indicates, the DOFUS World Series are international, so you can take part regardless of which community you belong to. To register for the tournament, you will need a team that includes 3 different players with a character of level 150 or over. Moreover, for the qualification stages, your team's composition will have to respect the following rules: It cannot contain more than one class from this list: Osamodas Sacrier Xelor Eniripsa Feca The following class pairings are forbidden: Sadida/Osamodas Masqueraider/Osamodas Masqueraider/Sacrier Ecaflip/Feca Ouginak/Feca Enutrof/Xelor Enutrof/Sacrier Enutrof/Eliotrope Your character's level and their equipment is not important. You will all use the same weapons in the arena, since the tournament will be played on a special server where all the characters will start off on an equal footing: Level 200 All level 6 spells Basic characteristics of 100 in addition to 995 characteristic points to be divided up A bank containing nearly all of the equipment available above level 160. In other words, if you think you've got what it takes to go head to head with the best, but you're worried your character isn't powerful enough, you shouldn't hesitate to sign up. You'll have as good a chance as anyone! Please note: If you'd like to change your character's class so your team can register for the tournament, you'll need to do so before June 30th (11:59 p.m.), or your registration will be considered invalid. Similarly, you are also not permitted to reserve a server transfer for Tuesdays July 4th and 11th. Dates to Remember Monday, July 3rd 17:00 (Paris Time): Registrations open Monday, July 10th 23:59 (Paris Time): Registrations close July 30th to August 27th: Qualification Stages Sunday, July 30th: Rounds 1, 2 and 3 Monday, July 31st: Rounds 4 and 5 Sunday, August 6th: Rounds 6, 7 and 8 Monday, August 7th: Rounds 9 and 10 Thursday, August 10th: Rounds 11 and 12 Sunday, August 20th: Rounds 13, 14 and 15 Monday, August 21st: Rounds 16 and 17 Thursday, August 24th: Sweet Sixteen Sunday, August 27th: Elite Eight From September 10th to October 23rd: Championship Sunday, September 10th: Day 1 Monday, September 11th: Day 2 Sunday, September 17th: Day 3 Monday, September 18th: Day 4 Sunday, September 24th: Day 5 Monday, September 25th: Day 6 Sunday, October 1st: Day 7 Monday, October 2nd: Day 8 Sunday, October 8th: Day 9 Monday, October 9th: Day 10 Sunday, October 15th: Day 11 Monday, October 16th: Day 12 Sunday, October 22nd: Day 13 Monday, October 23rd: Day 14 From October 28th to November 5th: Final Stages Saturday, October 28th: Semi-final 1 Sunday, October 29th: Semi-final 2 Between November 1st and 5th: Final at Paris Games Week If you would like to find out more about the details of this event, you can consult the full regulations of the competition. Whether you're a participant, commentator or spectator, one thing's for sure: The DOFUS World Series are going to be unmissable!
  4. Hello IV, I want to share some information that not many of you may know but could really help a ton and thats how to play Dofus on your Iphone/Ipad/Tablet! Step1. DOWNLOAD Puffin Browser Step2. Enter this link: http://dl.ak.ankama.com/games/dofus2-streaming/release/DofusLoader.html?lang=en Step3. Log in and enjoy! It may be a little laggy and all but that's because Dofus browser version is still in Beta. Works pretty well for me and it's what I'm going to use for a while until I get my computer back.
  5. These are only the goals/ideas and they might and will probably change. Release is planned for next year. The name might change. Live feed of Dofus 3.0 news from the conference. Core Game The production has started 1 month ago. It is still being worked on to not be as childish as some people say. January, February or April, the release of a demo showing the game. The lore is related to Wakfu Season 3, takes place several decades after Dofus 2. Dofus 3 will be made by a new team of developers, Dofus 2 and Dofus Touch will still exist with the same team of developers. Change in payment model, will follow something like Dofus Touch. (F2P) Will be playable on several devices, PC, Mac, tablet, mobile, servers will be the same. The game will be focused on combat, combat will be similar to Final Fantasy Tactics. PvM and PvP will be separated/balanced, will let players advance in either one. Most content will be level based, adapting to the character's level. Fewer servers, rather the populated areas (like the Haven Dimensions, Dungeons, maybe even the whole world if there are a lot of players) will be managed by instances (like Incarnam in Dofus 2). Creation of "bots" in-game to farm resources, craft, etc. for the player (no fighting bots). Separate the Drops from Professions. Exchanging between players will be limited to some daily quota or between guild members. Hero System from Wakfu will exist (multi accounting with 1 character, like Sidekicks), multi accounting will be the base of Dofus 3. Esports. Objectives: Characters Unique characters, will have lots of customization for role players (even height). Characters will have lots of spells, but they will need to choose which ones they want to fight with (spell decks, something similar to the upcoming Spell Variants in Dofus 2). Characters will change appearance depending on which spells they use. Unsure about the groups of characters yet, thinking about 6, 8, or even more. Two more elements are added, Light and Dark. Iop visuals: Iop transformation to the Dark element with certain spells: Different types of Iop, depending on the spells used: Research on different templates of the characters, especially the customization aspect: The World Regular maps and the maps the character fights in will be different (not fixed maps, but random maps). Haven Bag dimension where players will start the game in, they will have houses to evolve and a zaap. Haven Bag Dimension: Haven Bag evolutions: Reduction of the size of the world, but an increase in Dungeons, each area will have one of the 6 bosses. Reduction of the size of the combat maps. Before entering a Dungeon, an estimated time of doing it will be shown. +-6 Mini-Dungeons per area, they will have 1 room, completing all Dungeons will yield a key to the normal Dungeon with 5 rooms, where one of the 6 end game bosses will be present, depending on the area. The maps will be interactive (items to break, traps). Areas of the game: Mini-Dungeons: 6 end game bosses to fight: Monsters: Human Arachnee Tower Dungeon: Dungeon visuals: Combat in the Dungeon: Something: Visuals Visual preference is minimalism and animations, rather than a static world. Some visuals: Bonta: Combat: Tot: Some new artwork as seen in the Letter to the Community:
  6. Official Changelog. Click here to see the new Equipment. This is a community translated changelog from here, if you notice any mistakes, feel free to point them out. Sidimote The region of Sidimote is redone and enriched with new contents (monsters, panoplies, dungeons etc.). Two new dungeons are available: the "Manor of the Katrepat" (level 200) in the area of the "Deacons" and the "Magik Riktus" (level 90) in the area of the "Route des Roulottes ". New quests are available, they are distributed in different areas of the region, and are associated with new Successes. The Amakna militia now offers 4 new Bounty Monsters. Combat Class spells that remove MP now have a maximum cumulative limit. It will therefore no longer be possible to exceed their limit per turn by having several same classes in the same fight. This change only affects fights that include multiple same classes on the same team. Summons of player characters now have a maximum of 15 seconds to complete their turns. We have reduced this duration to speed up the fighting when players control the summons themselves. We believe that controllable summons have a range of spells and possibilities that are sufficiently limited to be exploited during shorter turns of play. The button to pass his turn is grayed out of his turn. In battle preparation phase, the / players and / list commands to list combatants and /kick name to eject a character from the combat function correctly. In combat against the Moon in creature mode, the Water Totem appears correctly in the form of an invocation. The damage preview no longer displays critical hits for a weapon that can not cause it. Damage preview works correctly on a target under the effect of the Elemental Shield spell of the Huppermage. The damage preview works correctly when the spell causes a Telefrag. Damage preview works correctly when damage reduction or resistance bonus reaches 100%. The damage preview correctly takes into account the state of gravity when there is pushback damage. The damage preview correctly takes into account the spell effects for which the target is pushing or attracting the caster. Damage preview works correctly on the first turn of the Sacrificing Blood Punishment. In the quest tracking interface, the option to display all of a quest's cue points works correctly Kolossium In some cases, players who used a port other than the default port might encounter difficulties connecting to the ISK servers; Now if the ISKcan not be connected to a specific port, the client will try to connect successively to the list of available ports. The priorities used for Matchmaking are changed, the characters coming from the same server are now more likely to find themselves on the same team. Incarnations are no longer usable in ISK. We were initially in favor of using them in ISK to diversify the fighting, but they are the source of too many problems currently (they are used to hide the class until the last moment, they cause abrupt changes in capacities Of a character whose rating no longer necessarily reflects the real effectiveness, etc.). Incarnations Ektope: Tofu Spectral: The spell now has a number of throws per target set at 2 and a number of throws per turn set at 3. Spectral Motivation: The AP cost of the spell is increased: 3, 3, 3, 2, 2, 2 -> 3, 3, 3, 3, 3, 3. We have modified this Incarnation because it has the capacity to cause far-reaching damage without the need to endanger oneself. Sidekicks The Sidekicks are now saved in the Rapid Equipment System. The Sidekicks are now killed in battle if their owner dies in battle. We made this change because the Sidekicks are not supposed to win battles instead of their master, they are supposed to provide additional help as secondary characters but do not have to become main characters. Sidekicks do not require investment in equipment and automatically progress through their master's level. We consider that the class characters must remain the main characters and must invest in equipment to be viable in combat. Conditions based on Achievement Points are correctly displayed on the signs of Sidekicks who use this type of condition to be equipped. In the object cards, the ethereal signs of the companions correctly display their remaining number of uses. Cra We have applied several modifications to this class to improve its ability to keep opponents at a distance through push spells, but also by adding a new spell that applies Erosion. Retreat Arrow: AP cost changed: 4 => 3 Base damage reduced by about 10% No longer causes damage to allies. In order to unlock a new spell, we have merged Lashing Arrow and Poison Arrow: now they are one spell causing Neutral Damage over time and removing MP. Lashing Arrow is renamed Poison Arrow: Max Global Accumulation: 1 Damage is Neutral, applies at the start of the turn and lasts 2 turns. Steals 3 MP from the target. The new spell (which is called the Stinging Arrow) offers two new possibilities for the Cra: from pushback to low AP cost, and Erosion. Poison Arrow is renamed Stinging Arrow: The function of the spell is changed. Applies 10% Erosion for 2 turns and pushes the target 2 cells. AP cost 2, Modifiable Range, 2 casts per target, 4 casts per turn. Ecaflip Feline Spirit: Debuff applies correctly when the spell is recast. Eliotrope Raillery: MP Reduction can no longer be unbewitched. Enutrof Clumsiness: Max Global Accumulation 1. Shovel of Judgment: Max Global Accumulation 2. Iop Cut: Max Global Accumulation 2. Huppermage A modification on Elemental Drain was necessary: the spell combines very good damage with a drain characteristic for a negligible cost. We did not want to increase its cost in AP to retain this feature (the Huppermage already has many damage spells at 3 AP) and an increase in its stimulus interval would have penalized too much the mono-element Huppermages who would have been found with fairly little ability to damage on turn 1/2. We have therefore opted for a reduction in damage caused by fate in order to maintain the flexibility of the spell, but by reducing its effectiveness. Elemental Drain: Base damage reduced by about 30% on a normal hit and by about 35% on a CH. Elemental Shield: Resistance bonus is not displayed as a bonus of PvP Resistances if applied by another character. Osamodas Symbiosia: Cooldown changed: 1 => 2. The Osamodas can already control all the summons that correspond to its fusion, we want to reduce its capacity to use this "wildcard" spell that allows too many roles to be cumulated at a time by taking control of several types of summons. We have also reduced the mobility of Tofus as well as the scope of Transposition of Tofu to make it less easy to use the Tofu to save an ally, especially if the Osamodas is not already close (and therefore a little more vulnerable), or that it is not melt Tofu. Podgy Tofu: MP changed at levels 1 to 6: 4, 4, 4, 5, 5, 6 => 3, 3, 3, 4, 4, 5 Black Tofu: MP changed at levels 1 to 6: 10, 10, 10, 10, 10, 12 => 8, 8, 8, 8, 8, 10 Transposition of Tofu: Range changed: 5 => 4 The Osamodas, whether in Dragon or Tofu form, is supposed to be a pretty vulnerable class in melee. The care effects of the Wyrmlings around their target allowed the Osamodas to be more resistant if he ever approached his opponents. The following changes are therefore applied: Wyrmlings: Red Wyrmling's (via Dragon's Breath) and Black Wyrmling's Heals no longer affect the caster. Ouginak Tibia: If the spell kills its targets, the Rage increases correctly. Carcass: Damage bonus changed at levels 5 and 6: 4, 5 => 3, 4 Effects are correctly applied if the target is killed. Marrow Bone: Damage bonus changed at level 6: 8 => 7 Effects are correctly applied if the target is killed. Protective Pelt: AP cost changed: 2 => 3 We have applied two modifications to the bestial form in order to make it less advantageous. We wish this form to be truly double-edged and that it could penalize the Ouginak if it ever changes when it is not the right time. In Bestial form, the Ouginak can no longer lock enemies. In Bestial form, the damage bonus is removed. Rogue Remission: Cooldown changed: 3 => 2. This modification allows the Rogue to better protect his bombs, while making less penalizing the use of Remission for its pushing effect. Sacrier Punishments: Cooldown changed at levels 1 to 6: 6, 5, 4, 3, 2, 1 => 7, 6, 5, 4, 3, 2 There was an inconsistency in the levels of the Punishments, having a stimulus was not relevant. Masqueraider The changes made to the Masqueraiders are mainly improvements on the flexibility of his Coward Mask mode. The goal of these changes is not to do a balancing, but to make it a little more practical to use certain spells. We would like to make more significant changes to this class during the year in order to make the Coward Mask and Classic Mask modes more viable. Retention: Max Global Accumulation: 2 Apathy: Max Global Accumulation: 2 Minimum Range changed: 5 => 2 Picada: Minimum Range changed: 3 => 2 Distance: Minimum Range changed: 4 => 2 AP cost changed: 4 => 3 Base damage reduced by about 15% Pushback Distance changed at levels 1 to 6: 1, 1, 1, 1, 1, 2 => 1, 1, 2, 2, 2, 3 Monsters Glouragan: Damage caused by the Glouragan when it attacks its allies are reduced and are no longer increased by Idols increasing damage. The Gloursonde spell now increases the MPs of the allies and no longer their critical blows. Cycloporth: the monster no longer be worn. The level, characteristics, spells and spoils of the following monsters are modified and new monsters are added: Animalades, Forest animals, Gobballs, Dragodindes, Kwaks, Sewer monsters, Field plants, Tofus, Vermines fields. The bestiary of the following subfields is modified: Cradle, Astrub Fields, Ingusse Fields, Tofus Corner, Astrub Outline, Bonta Sewers, Brkmar Sewers, Astrub Forest, Swamp, Swampy Swamps, Wetlands without Background, Crackers Mountain, Astrub Grounds, Astrub Underground, Amakna Castle Underground, Wild Dragodinde Territory. The composition of the monsters' groups is modified in the following dungeons: Dungeon of the Gobballs, Dungeon of the Fields, Dungeon of the Tofu. Simple Dungeons Devblog. Catseye Catseye: Black glyphs are removed Area of Effect damage and healing are removed Starting from turn 2, at the beginning of each monster's turn, characters on the same number suffer damage (this replaces the previous 2 deletions of mechanics) Stuffing and Catch in exchange for forced position, causes Earth damage but no longer removes AP Ecaflip toilet: Causes Water Damage MP changed: 6 => 4 Soldier of Fortune: Full heart: Cooldown changed: 0 => 2, Maximum Range changed: 8 => 6 Spike Jet: Maximum Range changed: 12 => 8 Lucky Cavalier: MP changed: 6 => 5 Tiling: Cooldown changed: 0 => 2, Maximum Range changed: 10 => 6, Non-Modifiable Range Valet Veinard: MP changed: 5 => 4 Piquepocket: Cooldown changed: 1 => 2 Dame of Hasard: Gripper: Maximum Range changed: 8 => 5 Player King: Brutal Adoubability: Is now Linear Royal Blast: Damage is reduced by about 30% Vortex Vortex The percentage of life of the resurrected monsters changed: 50% => 20% Resurrected monsters now have 1 MP less The number of turns between 2 waves of monsters changed: 5 turns => 6 turns Ikargn MP changed: 6 => 5 Land Myth: Range changed: 3 => 1 Méjaire Damage reduced by about 30% Harpille Damage reduced by about 30% Buboxor Damage reduced by about 20% Shield Absorbing: Effect duration changed: 2 => 1 Hoxor: Is now Linear Brabuzar MP changed: 6 => 5 Dark Court Queen of Thieves: The number of turns before a bomb explodes is fixed at 1 turn during the entire fight The next bomb is now indicated at the beginning of the character's turn before it in the "Timeline" Death in reprieve: Range changed: 7 => 5 Haze: Area of Effect changed: circle of 4 cells => circle of 3 cells Mâchassin: Trap to The Bear: The trap now causes instantaneous damage rather than poison Without Wet: Is now Linear Strapgege: Removed Terristocrat: Illegal Bomb: Cooldown changed: 2 => 3, Cooldown is shared among all Terristocrats Smoke: Cooldown changed: 1 => 2 Lining: MP changed: 5 => 3 Doubling: Is cast at the start of the fight Circular Cut: Damage reduced by about 20%, AP Reduction changed: 4 => 3 Subtlety: Damage reduced by about 20% Bourôliste: Towards the Light: Does no Damage Magouille: Crests: Range changed: 10 => 8. Nidas King Nidas: Revision of map placements: Characters are now in the center of the map while monsters can be placed on both edges Purse is now summoned on a fixed location in the first round of combat King Nidas is no longer rooted in the first round of play MP changed: 6 => 5 Purse now gives 500 points of shield to the allies at the beginning of the turn as long as it is in the side of the players Purse has no effect if it is in the monster side Purse no longer applies the invulnerable state or erosion to King Nidas when it dies Purse now gives 400% Power for 1 turn to King Nidas when it dies (instead of 100% Power for infinite turns) My Precious: Range changed: infinite => 5 Stripping: Range changed: 3 => 1 Catch-Mutin: Range changed: 7 => 6 Kamastérisk: Blinking: Maximum Range changed: 5 => 3 Barbétoal: Little Big Bang: Removed. Trick Starder: Base Damage changed: 10 => 15 Levitrof: The Vent Tripotant: Removed Kama Haméa: Damage increased by about 20% Paspartou: MP changed: 5 => 4 Piloztère: MP changed: 6 => 5 Koutoulou Larva of Koutoulou: The Nightmare Larva as well as the associated effects are removed. If a character completes his turn in Line of Sight with Koutoulou's Larva, his level of madness increases correctly. Grofond: Fetish Tentacles: Removed. Shokkoth: MP changed: 5 => 4 Chaotic Sensation: Removed. Triangle Deming: Cooldown changed: 2 => 3 Lif-Fo: Unspeakable Cree: Removed. Grotesque Duplication: Cooldown changed: 1 => 3 Meno Meno: If a Meno enemy is on a glyph at the start of Meno's turn, he gains 1000 Shield Points but causes Damage to his nearby allies Meno's glyphs no longer show crystals The glyphs remain henceforth throughout the duration of the combat The mutation system is revised and now depends on the monsters' HP percentage at the start of their turn: More than 75% of their HP: no change Between 50% and 75% of their HP: mutation 1 Between 25% and 50% of their HP: mutation 2 Less than 25% of their HP: mutation 3 In the boss's room, monsters lose 25% of their HP each turn Mol Usk: MP changed: 5 => 4 Sticky drag: Cooldown changed: 1 => 2 Crab Yolonist: Ridiculous gesticulation: Cooldown changed: 1 => 2 Gambaf: MP changed: 5 => 4 Tilamproie: Parasitic Trap: Range changed: 8 => 6 Dantinea Dantine: Shells have 1000 HP Damage caused by characters who always have a bound shell are divided by 2 Monsters no longer enter the invulnerable state between each character turn Tourthon: Tourtorgnole: Range changed: 2 => 1 Pulp: MP changed: 6 => 5 Swirling: Is now Linear, Range changed: 12 => 10 Tryde: MP changed: 4 => 3 Rilur: Lightning Harpoon: Range changed: 3 => 2 Shadow Globilum: Lay a glyph-aura light at the end of the turn The enemies in the glyph do 20% more Damage If Silhouette is in the glyph and Shadow is outside, Shadow is no longer invulnerable. Merkator Merkator: The invulnerable state is removed Ranged Damage is reduced by 50% against Merkator Whenever Merkator suffers Ranged Damage, it gains 2% more Damage Tal Kasha Tal Kasha: Monsters in the last dungeon room no longer have bonus HP and Damage When they are resurrected, they now have 50% of their HP and 1 MP less Monsters of the Cursed Pyramid: Ranged Invulnerability is replaced by a 50% reduction to Ranged Damage Nileza Nileza: Cohobation: No longer applies Invulnerable State on Nileza Chitric Alchid: No longer triggers, characters no longer kill their allies at the end of the turn if they are too far away Chifouchimie: Area of Effect changed: cross of 2 cells => cross of 1 cell, characters kill their allies at the end of turn only if they are in Melee Range Alchymne to Joy, Gromation, Carba Gnion and Cabalcaloid: No longer kill characters but now apply the Pacifist state for 2 turns Molété sansplochable: Area of Effect changed: circle of 3 cells => circle of 2 cells Nessil: Loch: Resistance penalty replaced by a multiplier of damage suffered whose value changed: 50% => 40% Brim: Range changed: 12 => 8 Krakal: Silk Bite: Damage changed: 30% => 20% Dodox: Skill: Cooldown changed: 1 => 2 Dért Téran: Shield Point bonus given to Dodox and its allies changed: 2000 => 500 Thermistics: Glusure: Now Linear Dart: Trigger can now be unlocked Dart: AP Reduction changed: 2 => 3, Max Accumulation: 1 Droserally: Caduk: Now Linear Stigmatraque: Area of Effect changed: cross of 6 cells => cross of 4 cells Bracterie: MP Bonus removed Sporange: Pushback Distance changed: 3 => 2 MP changed: 6 => 4 Missiz Frizz Missiz Frizz: Conger spell: No longer increases monster damage when they receive damage Ice spell: No longer steals MP from enemies and no longer applies Gravity State on enemies when Missiz Frizz receives damage Ventrublion: MP changed: 6 => 4 Bidyllic: No longer triggered by Melee Damage, only Ranged Damage triggers it Bidyllic: No longer applies MP and Lock bonus to allies Bidiotism: No longer applies Heavy State on itself, but gives itself 2 MP. Stalak: Tearbreaker: Fire Damage doubled, Water Damage according to Percent HP missing removed Strik: No longer triggered by Melee Damage, only Ranged Damage triggers it Karkanik: Karkanciel: Neutral Damage according to Percent HP missing removed Voice: No longer triggered by Melee Damage, only Ranged Damage triggers it Voice Cord: No longer applies Heavy State on enemies MP changed: 5 => 4 Verglasseur: Braquage: Now triggered on turn 1 to 2 (instead of turn 2 to 3), MP bonus for allies duration changed: 2 => 1 MP changed: 6 => 5 Sylargh Sylargh: HP of the resurrected allies changed: 20% => 10% Zombidul: No longer kills enemies but applies the Pacifist state for 1 turn Punch: Air Steal doubled, Fire Damage according to Percent HP missing removed Mortar: Duration changed: 3 => 1 Kanimate: Machine Ception: Now Linear, requires Line of Sight Puppetry: Damage according to Percent HP missing removed Puppetry: Duration changed: 2 => 1 The historical return spell now causes a return to the previous position (instead of a return to the start position of the turn). Brikoglours: Key: Now triggered only on turn 1 to 2 (instead of turn 2 to 3 previously) Legion: Undeletable State and Lock Bonus duration changed: 2 => 1 Mansordide: Rotativernal: No longer triggered by Melee Damage, only Ranged Damage triggers it MP changed: 6 => 5 Mechanofoux: Pétarade: Damage according to Percent HP missing changed to regular Damage Pétarade: MP Reduction removed Mérulor: Guardian Empty: MP bonus on Damage caused removed Klime Klime: Carcassetagne: No longer kills enemies but now applies the Pacifist state for 1 turn Glyph Peach Skin: Damage bonus to allies duration changed: 3 => 2 Grodruche: Transit: Now triggered only on turn 1 to 2 (instead of turn 2 to 3 previously) Digite: Unbreakable state duration changed: 2 => 1 Transit: Lock bonus removed Stuffed: Taxidermy: Range changed: 8 => 6 Mulching: Erosion penalty duration changed: 2 => 1 Count Harebourg Count Harebourg: MP changed: 7 => 5 Jaquemart: No longer applies the Gravity State to the enemies but instead causes AP Reduction Granduk: Hibugia: No longer applies Erosion Cycloid: Cyclochette: No longer applies Dodge penalty MP changed: 6 => 5 Sinistrofu: MP changed: 8 => 6 Quests New quests are available in Brakmar and in the different regions of the Sidimote moors. Depending on the difficulty of the areas concerned, they may address adventurers from Level 50 to 200. The Brotherhood of the Forgotten is talking about it again... Adventurers who have completed the quest To the rescue of the magypus can continue their investigation by speaking to Jalcas, the master of the Ouginak temple. In the quest tracking interface, the previously selected or deselected landmarks are restored for subsequent connections. The cue points of a quest that has just been reset are displayed correctly. Achievements The following monster achievements are changed: Animalades, Forest animals, Arakne, Gobballs, Bwaks, Champis, Dragodindes, Gadouilleux, They were so cute, Kwaks, Kwakeres, Larvae, Field Plants, Rats, Tofus, Vermines des champs. The following dungeon achievements are modified: One step ahead of another, Tactical charging, The paths of glory. Emotes A new emote is available on Nimaltopia. The means of obtaining it remains to be discovered. Items Emerald Dofus: At the end of the turn, it now adds 4% of the HP to shield points for each enemy on contact. Summons are no longer counted. Ochre Dofus: This item is now linked to the account 4 months after obtaining, like the other Primordial Dofus (this modification is not retroactive, it applies only to the new Dofus obtained). Koutoulou Bow: AP cost changed: 4 => 5 Korriander Aze: Critical Hit rate changed: 15% => 5% Critical Hit bonus changed: 6 => 4 Recipes using Fungus resources are modified. Dungeons The recipes of many dungeon keys are modified to be standardized: Clef des Champs, Key of the Dungeon Ensablé, Key of the Gobball Dungeon, Key of the Kankreblath Cache, Key of the Keep of the Skeletons, Key of the Phantom House, Key of the Donjon Scarafeuilles, Key of the Keep of the Tofus, Key of the Cave of the Bulbs, Key of the Grotto Hesque, Key of the Donjon of the Bworks, Key of the Dungeon of the Blacksmiths, Key of the Nest of Kwakwa, Key of Castle of Wa Wabbit, Key of Clos The Key of the Village of Kanniboul, the Key of the Rocky Pitons of the Crackers, Key of the Laboratory of Brumen Tinctorias, Key of the Cemetery of the Mastodons, Key of the Lair of Daïgoro, Key of the Cave of Queen Nyée, Key of the Boat of the Chouque, Key of the Ancestral Domain, Key of the Theater of Dramak, Key of the Donjon of the Canidés, Key of the Library of the Master Corbac, Key of the Labyrinth of the Minotoror, Key of the Aviary of the High Truche, Key of the Cave of El Piko, Key Of the Dungeon of Firefoux, Key of the Kanigroula Cave, Key of the Father's Hole, Key of the Dungeon Fungus, Key of the Dungeon of the Bworker, Key of the Pyramid of Shadow, Key of the Camp of Count Razof, Key of the mine of Sakai. Perceptor posing and teleportation are possible in the fifth room of Count Razof's Camp. Shields All shields now have a weight of 10 pods. Guild Characters are no longer disconnected when they are excluded or leave a guild. It is now possible to modify the rights to share houses with a guild from anywhere even if the character does not have a guild or belongs to the same guild as the character who activated the sharing. Breeding When a breeding object is present at the same position in multiple instances of the same enclosure, animation of one of the objects no longer triggers the animations of the other objects (although they have not been activated) . When a wild mount is transferred to the stable, which it puts down and runs away, it no longer appears abnormally in the list of mountings of the stable. When a wild mount calms down, then flees, informative messages are displayed in the correct order in the chat interface. Abandoned enclosure instances that are to be released are properly deleted if there is already at least one instance. All cells in the enclosure on map 54177066 can now be used. The naming rules for mounts are relaxed. When flying over enclosure doors, the names of guilds with instances are displayed in alphabetical order. Also, if one of the instances belongs to the character's guild, the tooltip first displays the name of that guild. In the enclosure door pop-up menu, when multiple instances of the enclosure are on sale, the owner guilds are displayed in the menu to select the instance to be purchased. When purchasing pens, in the confirmation interface, the price is displayed correctly. Crafting In some cases, resources may not be properly added to the action queue, this problem is corrected. Maging In the Rune Generation interface's focus list, Resistance and Elemental Damage bonuses have been renamed to better distinguish them. Almanax The Almanax bonus of June 21 is replaced by a new bonus. Interfaces In the object tooltip, the icon of the object is enlarged to improve its visibility. In the Idols interface, the total score is calculated correctly regardless of the order of the Idols equipped. In the Soul Market, search by name is no longer sensitive to accents. The majority of the interfaces used before logging in to the game (creation and selection of characters) are improved (reduction of the number of steps, improved readability, etc.). The information interface for Haven Bags now appears at level 50. The list of actions available in the tooltips of the doors of houses is now correctly updated according to the character who consults it and the status of all instances present for the house consulted. In the character selection interface, if the new character creation button is grayed out, it will refresh correctly when a character is deleted. When a current character creation is abandoned before the character is created, the creative's state is retained and reloaded the next time the character creation interface is opened. When opening the interfaces, the check boxes that are checked are displayed directly in the correct state without having to overflow them. The interfaces now pass over the interface block containing the hit points when they are moved. In the small menu at the top right, the subscription button appears only when the account is not subscribed. Buttonless interfaces appear correctly (for example, when installing a new interface theme). In the Community Challenges interface, tabs are expanded to no longer truncate texts. In the interface of fast equipment, the equipment boxes are reordered more logically. In the interface of fast equipment, it is now possible to save a costume. In the interface of fast equipment, it is now possible to save a sidekick. When a craft interface is opened, when the useful ingredient filter is activated, all the usable ingredients are correctly displayed. In the chat interface, the button indicating that there are new unread messages now has a hand-held cursor over the fly. In the group interface, if the group name fails due to an invalid name, an error message is displayed. In the exchange interface, the kamas exchanged are correctly taken into account in the calculation of equity. In the titles and ornaments interface, guild and alliance names and logos are hidden to make the character's tooltip more readable. The character is also better centered on its slab. In the titles and ornaments interface, when the character has its alignment wings displayed, the tooltip is displayed at the correct size. When there is no combat on the current map, the mouse cursor no longer indicates that it is possible to click on the button of the spectator interface. A tooltip specifying the name of the interface is added to the flyout of the emoticons and emotes interface button. The size of the player's status icon is reduced in the guild, friends, and chat interfaces. The quest tracking interface opens correctly when the interface is placed close to the e-mail and options buttons. In the alignment interface, the wings are displayed correctly for female Foggernaut class characters. In the general options, the option to display the world map grid is updated correctly when the grid view is changed from the map interface. Custom Themes When the client uses a custom interface theme, a preventive message is added to the credential interface to prevent risks associated with using a custom theme that is not up to date. When the interface theme is changed, the interface cache is properly emptied. This modification avoids the problems of "mixing" different interface themes. Tactical mode colors can now be changed via the colors.xml file for custom interface themes. Houses In house list and managing sharing homes with a guild, the ability to share a house is properly grayed out when the house is already on sale. The contextual menus and tooltips of the houses are improved: the selling price is now directly displayed. In contextual menus and tooltips of houses, when a player has several instances of the same house, the original server of each is indicated and only the instances concerned by the action are displayed for each menu entry. In the context menu of the doors of houses, the instances owned by the player and on sale are no longer listed in the instances to be purchased. In the context menu of the house doors, the list of instances to be locked or unlocked is correct and updates correctly in real time. On home doors, the original server is now displayed only for instances belonging to the same owner if it has more than one. When a house is sold, when the default price is displayed in the text field, there is no more "K". Community channel The choice of the default community channel is reset and is now based on the community of the player's account (if this community is available among those active on the server otherwise it is the default community of the current server that is used). In the chat interface, messages starting with /c are correctly sent on the community channel instead of the Kolossium channel, when the community channel is not active for the server. In the chat interface, on the French servers, sending a message starting with /c correctly results in an error message indicating the unavailability of the community channel. Maps and areas All maps of the Sidimote are redone. The topology of the Sidimote and its subareas is modified. The "Road to Brakmar" is now part of Sidimote and is now called "Les Hauts des Hurlements". The "Dark Road" is now called "The Trailer Road". The "Cemetery of the Tortured" is now part of "Brakmar". The "Fungus" zone now has two zones. The "Fungus Domain" and the "Cave of the Fungus", where the "Great Ougaa Temple" dungeon takes place. An area south of the border of Brakmar is now destined for the enclosures, it bears the name of "Haras de Brakmar". All interiors and dungeons are modified (except the "Bworker Dungeon") The "Bworker Dungeon" is moved to the "Gisgoul" area and is now called the "Bworker's Cave". The "Canid Keep" is now known as the "Moon Lair". A new zaap is available in the area of "Deacons" in the "Village of Katrepat". The diligence of the area of the former "Cemetery of the Tortured" is moved to the "Fungus Domain". The resources present in the Sidimote region are relocated in equal quantities. All enclosures in the Sidimote area are transferred (some have changed places but remained very close to their initial position). Slight changes are made on the maps at the edges of the Sidimote zones to match the 16/9 display format. The beach of Ohwymi is slightly modified in front of the Ouginak Temple, it henceforth hosts the standards of all the Ouginak tribes. Characters disconnected from old unused Otomai maps will no longer be blocked when they reconnect. A visual problem caused the character to pass before the Cra Statue in Astrub, this problem is corrected. Animations Walking and underwater racing activities are properly played in underwater areas. The shield no longer disappears during the underwater walking profile. The hair of the female Sadida characters is displayed correctly when the character is running. The wings of Eniripsa characters are displayed correctly when they trigger fatal blows. When a character changes direction and plays an animation, it is not played again in a loop. Treasure hunts New Statues, Statue of Huppermage, Statue, Iop Statue, Statue of Reaper, Statue of Ouginak, Statue of Ouga, Statue of Mushroom, Statue with Trident, Telescope, Amphora, Patchwork Bag, Sign, Steam Engine, Mushroom, Mushroom on Tree, Trunk, Buried Chest, Moss-Covered Chest, Pandawa Chest, Boiler, Bones, Humanoid Skeleton Laying, Humanoid Skeleton, Humanoid Skeleton, Humanoid Skeleton, Minor Skeleton, Dragon Skeleton, Bone Pyramid, Bone with Balls, Open Grave, Grave, Grave Ouginak, Stranded Boat, Drum, Destroyed Boat, Mailbox, Wood Mine Entrance, Wood Wheel, Fleece Flycatcher, Floor Lamp, Scarecrow, Arrow, Black Chacha Stun, Wooden Roll, Roll of Fabric, Fountain, Gypsy Cage, Lantern, Hanging Ball, Tent, Tent Destroyed, Barrel, Barrel Destroyed, Barrel Buried, Barrel destroy, Gypsy carcass, Buried burrow, Bollard, Buried burrow, Wind turbine, Feeder, Trough, Minor trolley, Impaled gouge, Hanging ghoul, Bloody fountain, Fish barrel, Likrone, Bone stopper, Pick, Shovel, Unicycle, Wooden Cannon, Toad Ball, Gobball, Ball Dragodinde, Jar, Giant Pump, Bicycle, Jaw Trap, Ecaflip Skin, Kanigrou Skin, Spear, Giant Pipe. The number of treasure hunts a character can launch is now limited to 100 per day and per account (on the same server). This value could be changed soon. Stability and performance Changes are made to how the DOFUS client communicates with the game servers to minimize the risk of disconnection. Other Event shields that can be obtained at "Dungeon Rusher" events are now obtained directly at the end of the fight against the relevant Boss during the event. The availability of character names is properly updated when a character is created, renamed, or deleted. Following the returns of some players, various spelling corrections were made in the texts of the game. The redirects used for the interactive URLs displayed in the chat interface work correctly when the URLs are incomplete. The naming rules for character, guild, and alliance names are improved and relaxed. The naming rules now apply to group names. Characters attempting to teleport to a house where they are already in it no longer consumes the House Potion (or Guild House Potion) and receive a message that they are already at their destination. The Ouginak Class Spell correctly displays the name of the spell that will be learned. When a player disconnects another by simultaneously logging into the same account, a message warns the logged-in player as the disconnected player that they are likely to be the victim of an account theft and invites them to secure their account. The creation of characters on a server is limited to accounts belonging to one of the communities supported by that server. Animated pictograms for map change are displayed correctly when the option to display the animated scenery elements is disabled. Beta Patches Marteau de Katrepat: AP cost changed: 4 => 5,Critical Hit chance changed: 4 => 8 Strange Wand: Uses per turn changed: 2 => 1, Minimum Range changed: 3 => 2 Anerice: She is now immune to Vertigo, Trap of Silence and Paralysing Poison spells, Cooperation: Anerice teleports near the nearest enemy ghoul instead of exchanging places with it. Kérigoule: MP changed: 2 => 4, Area of Effect for the spell Tranche changed: circle of 2 cells => circle of 3 cells. Cra Dopple: Lashing Arrow is replaced by Punitive Arrow. Dantinea: The placement positions of the map are changed. The cells of appearance of Grokillages are modified. Goulclier: The distance damage penalty is replaced by a melee resistance penalty. The number of quests requested to complete the "In Search of Fate" Achievement is reduced from 1500 to 1300. This new value takes into account quests that can not be validated due to a character level that is too high; It also helps to minimize the impact of the Almanax quests on achieving the Achievement. We do not wish to make the Achievement of all Almanax quests necessary to obtain certain Achievement because these quests indirectly involve connecting every day of the year and we do not want to impose such a rhythm of play . A new Achievement is added: "In search of renown", for completing 1100 quests. Ouginak: Tibia correctly increases Rage at level 1. The bestial form now increases damage by 10%. Cra Class Set: Removing the Line of Sight for Poison Arrow (former Lashing Arrow) is replaced by increasing the number of uses per target.
  7. Hi guys, I'm looking to buy a Cloudy Dofus. I'm willing to pay around 85 mk. Thanks PM me in game: Apolena or Horacek :-) -------------------------------------------------------- Bought for 90 mk, this topic can be closed
  8. Has your nickname become a drag? Did you think it was funny when you chose it but now it seems ridiculous? Was it a reference to the love of your life… whom you now cordially despise? In short, you don't like your nickname. Good news: now you can change it! You asked for it, Ankama did it! Starting today, a new service is available in the Shop: the Nickname Change. Consider it well, weigh the pros and cons… and when you've made your decision, you just need to go to the Shop, open the Services tab, and click in the right spot! For just €9.99 (or local equivalent), your gaming life can take a new turn! ATTENTION: this service concerns your player nickname, associated with your Ankama account, and not the name of your character in the game (there's already the Name Change Potion for that)!
  9. Hello, I'm doing the quest 'Is Andybody there?' and there's a fight which involves killing 5 chests, 4 being 'lures' and one having the item you need to end the fight. In the fight I killed all of the chests (so including the real one) and the fight hasn't ended, or rather I am stuck in the fight. I've reported it to Ankama but has anyone else encountered this recently? I've done the quest on a different character before and had no problems. PFA of all chests being killed
  10. ~OPEN~ and NORMALS Fully Rendered ( 7mk ) CHIBIS Coloured : 5mk Sketch : 1mk TEAMS Duo (+more) in Normal Fully Rendered ( 15mk ) (+5mk per additional character) Duo (+more) in Chibi Coloured (10mk) (+4mk per character) Simple (No shading, lighting etc.) (8mk) (+2mk per character) Sketch (3mk) (+500kk per character) I only take three requests per opening I do not draw mounts (I suck at it lol) I do not draw heavy armor and insane bonta/brak wings (Still learning wings sorry OTL) Background settings are negotiable. I draw pets I don't do whole bodies for normals I am active in game during 5 am to 12nn (GMT +8, SE Asia Time. 6 Hours ahead of the most of Europe, 12 hours on the most of the Americas.) - - - Finished Commissions: Sunbathe Thank you~ <3
  11. As announced in Gamakna #0, a simplification of high-level content is scheduled for the next update (2.42). The goal is to get this content back in sync with how the game has evolved over the years, and to establish just the right balance of difficulty and accessibility. Before we go any further, let me briefly explain what we're talking about here: "High-level" content refers to content at difficulty levels higher than Frigost II: Frigost III, obviously, but also the Divine Dimensions, the Underwater Extension and a few individual dungeons (Tal Kasha and Shadow, for example). It's probably pretty clear what we mean by "simplification": we'll be making this content less difficult. See below for details. Let's go back to the days before these dungeons were introduced, when the most difficult content in the game was in Frigost II. This content has itself been simplified in the past; we increased accessibility and reduced the difficulty so that more players could meet the prerequisites to reach Frigost III, which then allowed a larger slice of the population to have access to this content. However, for players who had reached level 200 and completed the dungeons that were available at the time, there wasn't really any more room to progress – and that was the biggest complaint we heard from the community: With all of the improvements we made to the dungeons after Frigost II (simplification, the addition of modular dungeons, achievements, etc.), none of them provided any new challenges to players who had already completed that content, and those players hadn't had anything new to sink their teeth into for several years. It was at that point that we integrated Frigost III. But we wanted to avoid a situation where, the day after Frigost III came out, most of those same players would have already finished it and gone back to asking us to add new content for them. So it was important to us to provide content that would have a slightly longer lifespan (i.e. that would take a certain amount of time for players to get through). There are only so many ways to make sure that players don't play through new content "too quickly": Impose time limits: X dungeons (or X attempts) per day. This solution is totally artificial, and although we have tried to limit the addition of daily content over the years, we don't want to do it in this particular form. Impose limits on exchanges: prevent players from exchanging items acquired in the dungeons, so that they have to make their way through every last bit of the content (often several times) if they want all the rewards. Needless to say, we don't much like this solution either: DOFUS relies in large part on its exchange system, and limiting that would do much more harm than good. Produce a lot of content: 20 dungeons will probably give players a longer in-game experience than 5 dungeons. But that would also mean investing more resources – and besides, quantity is not the same thing as quality. Produce replayable content. This was the preferred solution before Achievements were introduced: adding content with very rare, highly randomized loot, thus ensuring a very long lifespan. We have turned away from this approach (to some players' great disappointment, we know) for two main reasons: DOFUS is a tactical game, so it's inherently less interesting when played repeatedly: once you've won a battle, doing it again is much easier. The whole challenge is coming up with a winning strategy. The battle doesn't change from one iteration to the next (or not much, mainly to limit the impact of random factors on the outcome of battles), so it often unfolds in an (almost) identical way every time. Having to go through the same dungeons again and again heavily penalized single-account players and less frequent players, who didn't necessary have the time to go through these dungeons regularly. On average, players had to complete 15 to 20 dungeons per character in order to build even a single item. Furthermore, at the time, it could sometimes take dozens of hours to finally complete a dungeon (what with having to go through every room again on each attempt, and 8-character battles that took a long time), and certain players didn't get any reward at all if they were unlucky. Produce more challenging content: offer relatively difficult dungeons that require a major investment of time and effort to achieve victory, but with a big reward for the first victory. Obviously, this last solution is the one we've decided to go with, in part because some of the player feedback we received in the past was fairly critical of the difficulty level of the content we were producing (which was seen as being too easy). Today, the situation seems to be reversed: criticism of the lack of high-level content, which was a recurring theme just 4 years ago, has now given way to concerns about an overemphasis on this type of content. We think this is because, back then, the proportion of characters who had hit the highest possible level was much lower, and the players in question were eager for more challenging content (since reaching level 200 required a lot of investment at the time). Since then, we've made character progression easier, with the goal of giving more players access to high-level content. There are a lot more level 200 characters now, with the side effect that many of them don't really have the time or interest to invest in finishing the challenging content we provide for them, even though it's labeled “level 200". Simply put, the fact of having reached the highest possible level doesn't mean what it did a few years ago. In response to extensive feedback along these lines, we've decided that it's time to simplify our high-level content for a number of reasons: We don't want to ignore the increasing number of players who have reached level 200 but find that the content at that level requires far too much time and effort to complete. We want to make this content more accessible to a wider variety of class compositions. Given that we now have a lot of high-level content, we can more easily reduce the "lifespan" of each dungeon without giving the impression that our "end game" content is over too quickly. Overall, we've worked on a number of different points: Removing or replacing certain mechanics: We want to make certain battles more accessible by limiting the number of things players have to keep track of. For example, in the Catseye battle, the system of black glyphs has been replaced by damage if a monster starts its turn in the same cell as a character, while splash damage and healing have been removed (when attacking a monster or character who was on the same tile number as another). Reducing certain effects: Similarly, by reducing the strength of certain effects, we ensure that they do not require as much attention, because mistakes are not punished so severely. Against Vortex, for example, resuscitated monsters now have less health and less MP. Making monsters easier to understand and predict: We have modified most of the monsters in the affected zones (except for Tal Kasha, Merkator,and Shadow, for which only the bosses have been changed). Removing certain unnecessary or redundant spells: for example, Skt-Zo can no longer give shield points, and Spookkoth's place-swapping spell no longer exists. Reducing certain monsters' mobility: reduced MP and added recast intervals on certain teleportation spells. More constraints on casting spells that were previously too easy to cast: addition of straight-line casting for certain long-range spells, reduction in certain monsters' range, longer cooldown periods. Improved visibility for certain effects: We have recently developed new tools to make combat easier to understand, and we're taking advantage of changes to the dungeons to use those tools retroactively whenever possible on the dungeons that came out before the tools were available. For instance, when battling the Queen of Thieves, the bomb that is going to explode at the end of the current character's turn will now be indicated by an icon. The details of these changes will be provided in the changelog; for now, here's the list of the dungeons that will be affected: Catseye Vortex Queen of Thieves King Nidas Koutoulou Meno Dantinea Tal Kasha Merkator Shadow Missiz Freezz Klime Nileza Count Harebourg Sylargh This doesn't mean that no other dungeons will be reviewed, but we chose to concentrate on the dungeons with the most issues, given the time that was available to us. We will continue to keep an eye on the results of our changes, both in beta and beyond, and make any necessary adjustments. We expect these dungeons to work better now, but above all, we hope that more players will have an opportunity to explore them, and therefore take full advantage of all the content we have to offer. By the way: this doesn't mean that we're completely abandoning the possibility of producing more "demanding" content in the future. We'll keep thinking about the best ways to provide this type of content to the players who ask for it, while still making sure that it's accessible and interesting to as many players as possible. Idols and Achievements are already useful tools to provide a significant difficulty boost for content that is still generally accessible, but we hope to iterate on these mechanics in order to feed the insatiable appetites of our most demanding players.
  12. Currently being updated! 05/06/17 Hello everyone, I'm Caps! Welcome to my art dump, where I dump all my art. So now I'm here to share some of my older drawings (for now) as well as my new work (hopefully for some time to come)! Solar players may recognize some of the following hot bods, since I like to jump people at Astrub Zaap, paintbrush in hand. I'll also take this opportunity to plug my Twitch, Deviantart and Tumblr. And without further ado, here's my art dump! Commission Prices! Additional characters, mounts, and intricate details will cost extra. I don't do fiddly machinery I'm looking at YOU, Foggernaut Harness, excessive gore, or NSFW pictures. I don't mind non-dofus requests, and if you're not sure it never hurts to ask! Commission Ordering If you're interested having something drawn, please send me a PM! I'll need the following information: Name and server: Your server probably isn't too relevant anymore, but if you don't have to play on Echo I won't be able to accept Kamas. Screenshot: Of what you would like drawn, preferably with a couple angles - no transparent mode. If it is a character, make sure they're wearing what you want them drawn in. Remember to note down anything not visible in the screen. Feel free to include references for poses or backgrounds as well! Description: Which pricing category, what extra details you'd like, preferred size, etc Once I get this I can look over your stuff and my stuff and decide if A) I can do this B) I want to do this and C) how much it will cost. Once I've assessed this I'll get back to you with whether I can accept the commission (usually based on my schedule) and how much it's going to put you in the hole for. If it's a larger project I may give you my Skype details (or whatever the kids are using these days) just to make it easier to check in.
  13. As Ankama is doing quite a few of these lately I think it's a nice idea to keep track of them in one thread. Feel free to write here to notify others if a server cannot be accessed or any other useful information regarding server status or compensations. Not to be confused with Expected server maintenance that helps the servers stay fresh and backed up in case a bad day comes. Useful official information can be found on Dofus Discord, Dofus Twitter (EN, IT, DE, FR, ES, PTBR, Server dev), Dofus Official Forums (EN, IT, DE, FR, ES, PTBR), Server Status Page. The first is a juicy one: Due to huge stability issues after the update on May 23, 2017, all game servers will be restarted every day at 07:00, 15:00, and 23:00 DUT (restarting should take between 15 to 25 minutes), until the issue is identified and fixed. OF
  14. Right as I post all this, literally 30 seconds later someone offers me one for 35mk. I am looking to buy an Ochre for a character of mine. I've never owned one so can't wait to get my nubs up to par. I am offering 30mk or whatever you price you seem fit. You can reach me in game on Dovahkiin, or Arleigh Thanks !
  15. New Shield/Item stats Nimaltopia: Mishell Island A new island is available in-game, bringing with it several quests, a monster family, a dungeon, and new items and Achievements. This content is primarily aimed at players of level 180 and over. You'll find a boat in the Rocky Roads area, at [-28,-31] to take you to the island. 1-on-1 Kolossium Devblog. An experimental version of a new duel mode (1 on 1) has been added to the ISK. This new game mode uses the victory and defeat ratios of the classes compared to one another to improve the matchmaking system and offer balanced fights in which each character has a 50% chance of winning, regardless of the class they're fighting against. This is an experimental system. ISK rewards in duel mode are currently the same as the ones in 3-on-3 mode, but halved. These values could change depending on the average duration of fights in this game mode. Shields Devblog. Some significant changes have been made to the shield system: Shields can be used in all game modes (PVE and PVP). They no longer have equipment criteria based on honor points. 1- or 2-handed weapon restrictions have been removed (they can be used with any weapon). New effects on final damage dealt or suffered have been added. These effects may be obtained from new runes by breaking shields. These runes may be used on equipment other than shields. They can be smithmaged by the new Craftmagus profession. The Incarnam Shield bonuses have been modified (the modification is retroactive). The Novice Shield bonuses have been modified (the modification is retroactive). The PvP resistance bonuses of the Scale Shield have been removed. The PvP resistance bonuses of the Champion Shields have been removed. The PvP resistance bonuses of the 1001 Claws Shield have been removed. The PvP resistance bonuses of the cosmetic shields available from the shop have been removed. The PvP resistance bonuses of the event shields have been removed. Older versions of these shields, crafted before update 2.41, will become broken versions (shields are renamed, lose their equipment requirements, can be used as cosmetic items and no longer give bonuses). Versions crafted after update 2.41 have new effects: Lumberjack Shield Flying Shield Gobball Shield Sponghield Bowisse's Shield Crackler Shield Treechnid Shield Sharkal Shield Kloome Bawbawian Shield Derma Tho Akwadala Shield Sidimote Shield LeChouque's Shield Phtalmo Aerdala Shield Dragokart Cup Heart Quarter Asse Shield Terrdala Shield Shield in Briefs Imp Shield Sadida Shield Feudala Shield Fan Shield Mount Stinkky Shield Pandawa Shield Inn Shield Water Dial Earth Dial Air Dial Fire Dial Captain Amakna Shield First-generation broken shields can no longer be exchanged with the NPC Bouwada for second-generation broken shields. Kolossium Kolossium fights are now accessible from level 20 onwards. The matchmaking system no longer creates teams with two members of the same class in the solo queue (even after a long waiting time). New restrictions have been added to prevent players from controlling several characters in the same team or in two opposing teams when they join the solo queue. The way the waiting time is managed by the matchmaking system has been changed. Now, when a character has been waiting a long time, the matchmaking system will create fights with less stringent quality criteria, even if that means some characters won't have any waiting time at all. This change should limit abnormally long waiting times, but may occasionally reduce the quality of some fights for characters that don't usually experience a long waiting time. Fatal blows are no longer dealt in the Kolossium if they have been deactivated in the DOFUS client options. Quest Tracking Interface Devblog. You can track the progress of your quests without having to regularly open the Quest Log using a new movable interface. It displays the pending objectives of several quests and you can choose which quests you'd like to track. Weapons Balancing at High Levels After the removal of 2-handed weapons from the system, we are going to balance some of the high-level weapons (these changes are retroactive): Atcham Sabres: the AP cost becomes 6, the critical hit rate becomes 15% Catseye Axe: the critical hit rate becomes 15% Flinty Daggers: the critical hit rate becomes 5% Hammerture: the critical hit damage bonus becomes 20 King Playa’s Scepta: the critical hit rate becomes 15% Necrotick Bow: the critical hit rate becomes 15% Terror: the critical hit rate becomes 25% Fugitive Wand: the critical hit rate becomes 15%, the critical hit damage bonus becomes 8, the minimum range becomes 2 Bitrydent: the AP cost becomes 4, critical hit is removed Drhossil Hammer: the critical hit rate becomes 15%, the critical hit damage bonus becomes 7 Ancient Foggernaut Hammer: the critical hit damage bonus becomes 5 Koutoulou Bow: the AP cost becomes 4, the critical hit damage bonus becomes 10 Pyraring: the AP cost becomes 4, critical hit is removed Bubotron Sword: the critical hit rate becomes 25% Tomahorse: the AP cost becomes 5, critical hit is removed Archon's Bow: the AP cost becomes 4, critical hit is removed Gilbert G. Rapier: the critical hit rate becomes 15%, the critical hit damage bonus becomes 10 Mallard's Mallet: the critical hit rate becomes 20%, the critical hit damage bonus becomes 7 Ground Dog: the AP cost becomes 5, the critical hit rate becomes 5%, the critical hit damage bonus becomes 7 Sanockout Stick: the critical hit rate becomes 25% Sepulchral Sceptre: the critical hit rate becomes 25%, the critical hit damage bonus becomes 7 Elven Shovel: the critical hit rate becomes 35%, the critical hit damage bonus becomes 6 Giger's Nightmare Blade: the AP cost becomes 5, the critical hit rate becomes 15% Archaic Bow: the AP cost becomes 3, critical hit is removed Rampant Bearbarian Hammer: the critical hit rate becomes 25% Teroid Axe: the critical hit rate becomes 40%, the critical hit damage bonus becomes 7 Ethical Wand: the critical hit rate becomes 20%, the critical hit damage bonus becomes 6, the maximum range becomes 5 Henual's Hammer: the AP cost becomes 4 Slashen Axe: the critical hit rate becomes 15%, the critical hit damage bonus becomes 20 Hail Sceptre: the critical hit rate becomes 25%, the critical hit damage bonus becomes 7 Shovel Emlaka: the AP cost becomes 3, critical hit is removed, the number of casts per turn becomes 2 Mush Mishish Staff: the AP cost becomes 4 Professor Xa's Shovel: the AP cost becomes 3, the critical hit damage bonus becomes 3, the number of casts per turn becomes 2. Korriander Axe: the AP cost becomes 3, the number of casts per turn becomes 2 Godswrath Daggers: the critical hit damage bonus becomes 7 Sunshade Staff: the critical hit rate becomes 30%, the critical hit damage bonus becomes 7 Az'tech: the critical hit damage bonus becomes 7 Peccary Blade: the AP cost becomes 5, the critical hit damage bonus becomes 15 Dagger Doo: the critical hit rate becomes 15%, the critical hit damage bonus becomes 3 Combats A character in the Gravity state can no longer be moved by the effects of symmetrical teleportation, temporal teleportation and place switch. A status icon has been added to show the Gravity state. All of a character's AP are usable after a loss of AP at the start of the turn (previously in some cases, notably against the Wurmlord monster, the characters couldn't use all the available AP for their game turn). Spells with a range of the whole map can once again be cast to target a fighter via the Timeline. Several minor graphics problems during the Feca spell animations have been corrected. The Pandawas' appearance when they're carrying an Ouginak transforming into animal form has been corrected. In some cases, Challenges successfully completed in battle could have been temporarily displayed as failed before the end-of-fight screen. This problem has now been corrected. The display of shield points (around the central medallion) has been improved. Where the same state has been applied to the same target via the same spell several times, the state is now correctly removed at the end of the intended duration. In the effects active on targets interface, the effects of the Sacrier Punishments disappear correctly when they are no longer active. Xelor Subma Ring (class set): the Teleportation range bonus has been replaced by a reduced recast interval. Xelor's Dial: the range of the spell can no longer be modified and is now 3, 3, 3, 3, 4 and 5 respectively at levels 1, 2, 3, 4, 5, and 6. Loss of Motivation: the unbewitching effect is now applied before the damage. Rewind: no longer applies the Gravity state to allies. Osamodas The Gobball's Fire Resistance is now 35%. Eniripsa When the caster is in the Decisive state, the Word of Youth spell now heals 5% at level 6 (instead of 3% previously). Sadida The Ultra-Powerful correctly removes MPs to characters that are equipped with a Cawwot Dofus. Eliotrope Snub: the unbewitching effect is now applied before the damage. Sacrier Lightweight becomes Fury The 1 MP bonus has been replaced by increased spell damage for 3 turns. Punishments: The Punishments feature has been changed. Their bonuses now increase progressively over the turns. In other words, the longer a punishment is active, the better bonuses it will give you. Up to a maximum of 3 turns. It is no longer possible to cast several Punishments during the same game turn. Flayed Man's Punishment becomes Bloodthirsty Punishment Increased damage suffered has been removed. Increased damage now only affects spells. Is now required to cast the Punishment spell. The Punishment bonuses change as the turns progress: First turn: damage increased by 10% Second turn: damage increased by 25% From third turn onwards: damage increased by 50% Voyager's Punishment becomes Swift Punishment The Lock penalty has been removed. Deactivation of the line of sight for some spells has been removed. Is now required to cast the Transposition spell. The Punishment bonuses change as the turns progress: First turn: ranged damage suffered reduced by 10%. Second turn: 1 MP and ranged damage suffered reduced by 20%. From third turn onwards: 1 MP and Unlockable and ranged damage suffered reduced by 30%. Survivor's Punishment becomes Robust Punishment The Dodge penalty has been removed. The Vitality bonus has been removed. Is now required to cast the Convalescence spell. The Punishment bonuses change as the turns progress: First turn: 10 Lock and melee damage suffered reduced by 10%. Second turn: 25 Lock and melee damage suffered reduced by 25%. From third turn onwards: 40 Lock and melee damage suffered reduced by 40%. Flying sword The way it works has been changed. Now there is just one Flying Sword, whose appearance and characteristics vary depending on the active punishment. Swift Punishment: +2 MP, can attack twice per turn (once per target) and is Unlockable. Bloodthirsty Punishment: +50% final damage dealt, deals damage in an area of effect Robust Punishment: reduces damage suffered by 30%, benefits from additional 40 Lock The Cutting spell heal now depends on the Intelligence and healing bonus of Flying Sword and not the damage it deals. Punishment Requires Bloodthirsty Punishment. Now applies the Gravity state in addition to damage. Transposition Requires Swift Punishment. No longer requires a line of sight. Convalescence Requires Robust Punishment. The number of casts per turn becomes 1 at all levels of the spell. Penalty on damage dealt has been removed. Health point boost becomes 6, 7, 8, 9, 10 and 12% at levels 1, 2, 3, 4, 5 and 6 of the spell if the caster has more than 50% of their health points. Health point boost becomes 10, 12, 14, 16, 18 and 20% at levels 1, 2, 3, 4, 5 and 6 of the spell if the caster has less than 50% of their health points. Sacrifice The range becomes 2, 2, 3, 3, 4 and 5 at levels 1, 2, 3, 4, 5 and 6 of the spell. The recast interval becomes 5, 4, 4, 3, 3 and 3 at levels 1, 2, 3, 4, 5 and 6 of the spell. The area of effect becomes a 2-cell circle at all levels of the spell. Increased damage suffered has been removed at all levels of the spell. Light Speed The Dodge penalty has been removed. The damage suffered bonus is removed. Safe Position becomes Unleashed Water damage has been replaced by Water Theft of Life. Projection Water damage has been replaced by Water Theft of Life. Blood Bath If the caster has less than 50% of their HP, the healing effect is removed. Ouginak Yapper Launcher Yapper's basic health points become 100, 120, 140, 160, 180 and 300 at levels 1, 2, 3, 4, 5 and 6 of the spell. Yapper's MP is now 4 at spell level 6. Yapper's damage is now tripled against summons. Sniff Correctly consumes just 1 level of Rabies. Interfaces The discussion interface no longer moves abnormally when it is resized upwards by a few pixels. On the minimap, the character position icon can still be viewed correctly after a map change. When closing an interface, the mouse cursor is reset correctly if the cursor was hovering over an interactive element of the interface. On the world map, the character position icon can still be viewed correctly after deactivating the landmarks display. Inventory sorting by average price now works correctly. The contextual menu displayed when several characters are on the same cell is correctly updated when one of the characters leaves the map. In the bestiary, the loot drop rate of the Idols is correctly calculated and displayed. The grid display option for the world map (in the options interface) is correctly updated when it is changed from the map (and vice versa). The average price for items that don't yet have an average price is correctly displayed in the Marketplace. In the inventory, when an empty item category is displayed after a category with enough items to require a scroll bar was previously displayed, the size of the scroll bar is correctly updated. In the bestiary, clicking on the Bestiary entry of an item's contextual menu (when dropped by a monster) no longer closes the Bestiary, but correctly launches a search for this item. The spouse interface opens correctly after using the associated shortcut when a social interface is already open. In the inventory, when opening the custom set tab, the inventory is hidden instead of still being displayed in the background (the old system could cause problems with some custom and transparent interface themes). Breeding Used breeding items can no longer be exchanged with NPC Bobby. We're removing this option (introduced to make used breeding items useful) because, since the introduction of the recycling system, these items can now be recycled in exchange for nuggets. Our aim is to increase the destruction of resources by reducing the generation of breeding items by 20% (5 identical items used could be exchanged for 1 new item). In the interfaces used to transfer mounts, double-clicking on a mount to transfer it now results in the selection of the following mount (and no longer results in the selection of the transferred mount in its destination inventory). Large transfers of mounts or certificates no longer result in disconnections. The quick consultation of a large number of mount information sheets or certificates no longer results in disconnections and temporary sanctions. Abandoned paddocks are no longer immediately put up for sale after abandoned paddocks are released (the random deadline before they are put up for sale is correctly applied). Achievements A new Achievement and a new ornament have been created for characters who obtain 16,000 Achievement points. Experience points can no longer be earned via Achievements that reward a character for leveling up. The amounts of Aspen Wood and Obsidian that are given as a reward for the Frigostian Temping Achievement are increased proportionally to the increase of the amounts you can harvest. Professions Harvesting Obsidian now gives 7 to 8 units (it used to be 1) Harvesting Aspen now gives 7 to 8 units (it used to be 1) In the recipe for the Recollection Potion, the Gobball Slobber is replaced with Vilinsekt Antennae. In the recipe for the Ancestor Potion, the Watchamatrich Rump is replaced with Twansgenic Cawwot. In the recipe for the Loafing Potion, the Fistulina Volva is replaced with Hemp Fibre. The rate at which you can catch Magic Snapper is now 1 out of 40 instead of 1 out of 8. The recipe for the Snapper a la Kerub now longer asks for Kerub hair. Sacks of fish now weight 100 pods instead of 150. The Snowdrop resource remains partially displayed after having been harvested to let the player know a resource has been harvested. Smithmagic A new "Craftmagus" profession has been added, which allows you to craft shields to modify their effects. New smithmagic runes can be obtained from breaking shields. These runes can be used with all types of equipment. If an item is used in a smithmagi's workshop and is part of a pile of identical items, it is no longer deleted when a smithmagic attempt fails. Guilds and Alliances Guild and alliance emblem do not necessarily have to be the same to be valid. Houses A new house management interface has been added in anticipation of the game server fusion (in some cases, an account may own several houses on the same server after the server fusion). In this interface, you can manage the settings of these houses remotely. It can be accessed via the character sheet. In the new interface, you can select the house when using a Home Potion (if the account has several houses after the server fusion). On the world map, houses shared with the guild are once again displayed. Almanax The Aperirel 4 offering has been changed. You now have to bring the new version of the Gobball Shield (and it won't work with the broken version of the Gobball Shield). Monsters King Nidas: the Incurable Challenge no longer appears with this monster. The Initiative of the Catzinos in the Hairy Moor and the Elevation Stones has been increased so they now automatically play their turn before the players' characters. The quantity of resources obtained using Catzino Tokens has been halved. We are reducing the number of these rewards because their number has increased significantly since the Catzino respawn problem was corrected. The Khepricorn wanted posted is now displayed correctly when the option not to display all of a group's monsters is deactivated. The Sauroshell monster now plays an animation when it casts the Pack Mentality spell. Items Akwadala, Aerdala, Terrdala and Feudala Sets: these sets no longer include shields and the bonuses obtained from these sets have been modified accordingly (the bonuses granted from 8 equipped items are now active when 7 items from the set are equipped). The Godfather's Ring: this item is now linked to the 62-day account (and not one year anymore). Quests Adventurers who complete the Miniature Adventure quest will be given a simple mission by Jalcas, the Master of the Ouginak Temple. After various unexpected developments, they will be able to find out more about the Brotherhood of the Forgotten. And that's just the beginning... Brand new quests are available on Nimaltopia Island! To get to this new destination, go to the edge of the Cania Fields and answer Agatha Mynah's questions. Regarding the Frigost monsters, the drop rate for items launching quests has increased. Rewards for quests and the associated Achievements will be reduced accordingly. They Help You See in the Dark and A Draconian Remedy quests: it is now possible to pick up fresh cawwots to achieve the objective of the They Help You See in the Dark quest when the A Draconian Remedy quest is still ongoing. Repeatable versions of the special fights for the Primordial Dofus quests (accessible once the quests are completed): adventurers are now teleported to Meriana if they are defeated at the end of fights. The Quest Log interface remembers the last quest consulted when subsequent interfaces are opened, even when the quest has been completed. The amounts of Aspen Wood and Obsidian asked for in quests have been increased proportionally to the increase in the amounts that can be harvested. Dungeon Keys The recipes of several dungeon keys have been modified. The harvestable resources that are part of the recipes are modified to better reflect the level of the items themselves. The amounts of Obsidian and Aspen have been increased proportionally to the increase in the amounts that can be harvested. Here is a list of the modified keys: Catseye Challenge Key XLII's Metronomicon Key Shadow's Pyramid Key Chamber of Tal Kasha Key Key to Captain Scarlight's Ring King Nidas's Palace Key Merkator's Aquadome Key Drhossil's Caves Key Colousses's Meowsoleum Key Sylargh's Carrier Key Count Harebourg's Dungeon Key Missiz Freezz's Frostforge Key Nileza's Laboratory Key Key to Toxoliath's Cave Klime's Private Suite Key Key to the Throne Room of the Dark Court Obsidemon's Hypogeum Key Korriander's Lair Key Snowfoux Den Key Bearbarian Antichamber Key Wreck of the Hesperus Key Kolosso's Caverns Key Pingwin Key Ush's Plateau Key Key to the Belly of the Whale Sakai Mine Key Vortex's Eye Key Fraktal's Megalith Key Royal Mastogob's Greenhouse Key Epic and Heroic Servers Kolossoken prizes for items sold by NPC Glad Yator in the Kolossium building have been halved (compared to the current values that have already been halved) to better correspond with the increased generation of resources by monsters on these servers. Treasure Hunts New clues are taken into account for the treasure hunts: Phoenix Bones Bony Pot Bone Garland Wagon Eniripsa statue Pandawa statue Rogue Statue Feca statue Enutrof statue Sadida statue Iop statue Osamodas statue Ecaflip statue Masqueraider statue Foggernaut statue Sram statue Xelor statue Sacrier statue Cra statue Skull and Crossbones sign Community Channel International servers (combining several different communities) now have access to a community channel available in several languages. Only one community channel can be active at a time. This channel is shared by all characters on the server that have activated this channel. This channel is subject to restrictions concerning the sending of message based on the number of participants in the channel (the more players use the channel, the stricter the restrictions on the frequency of messages will be). Writing in this channel is reserved for subscription accounts. Miscellaneous Houses that have been abandoned and put up for sale on the first Tuesday of the month reappear as "for sale soon". Areas linked to Sufokia Bay are now correctly displayed on the world map. Adventurers leaving the Larva Dungeon now appear at [-2, -5] (the old exit being at [-3, -7]). NPC Doro L. Blak has retired and has permanently left the Xelor Temple. Tempus Bloomus must now be exchanged for Compensokens with NPC Sorim Ait, next to the Amakna Castle Zaap at [3,-5]. NPC Nevark the Hunter is now accessible all year round. He has set up headquarters in the Hunters' Workshop in Amakna, and returns to Vulkania over the summer. The problem of recycling bonuses not being applied for certain resources obtained as loot in the Blop Fields Dungeon and the Royal Rainbow Blop Lair Dungeon has been corrected. Following feedback from some players, certain spelling corrections have been made to the game text. Wide screen display mode has been improved in the Kickroach's Lair dungeon. Two items from the Fogger Haven Bag have been modified: a metallic pedestal is no longer considered to be a floor item, but furniture. It is therefore no longer possible to place items on top of it. Gears can no longer be placed on a table. In the Haven Bag Casino theme, the "large arrow" item can no longer be placed on furniture. Several interactions to leave certain houses on Otomai Island that weren't working properly have now been corrected. Wide screen display of tournament maps has now been corrected. Low-resolution model display of Ouginak-class characters has now been corrected. The position of characters on the Skrot mount has been improved. Clients connected to an international server can now use Cyrillic characters when choosing a character name. The rules for naming characters have been relaxed due to the merging of the game servers. The Wow attitude shortcut for the Dauge pet now works correctly.
  16. Hi everyone, right now my team consists of; Cra (200) Panda (200) Iop (200) Elio (200) Eni (198) I am happy with my team, and I am really excited to try out all the dungeons once my eni is level 200 as well. But I am scared Eliotrope won't fit in with the rest... the portals are awesome and can help me deal great amounts of damage but considering very different dungeon strategies, would elios be useless in certain dungeons? I am kind of nervous for that. Maybe I can xp a rogue on Elio's account... give the agi set? But I feel like Rogues are even more situational.
  17. I have been trying to equip my sidekick Krobax but it won't let me. So i went to the Rune Market and bought Trank and tried to equip him but it also will not let me. I am level 87 Enutrof and subscribed. I was able to equip Krobax 2 week ago. I can equip only Astrub Knight and Skale. It says I do not meet the required criteria. Does anyone know if there are certain requirements or just a bug?
  18. i am buying a vulb dofus 18;00~ dofus time is best time to message me in game or anytime on imps i am paying around 280m~ pm Meme-god
  19. Cygni is Recruiting Guilds To the Current and Exciting [Cygni Alliance]! Is your Guild looking for a social and exciting alliance to join? Consider joining Cygni. The Cygni alliance has a strong emphasis on making others feel most welcome and giving players a choice to pvp freely and feel happy. About Cygni An Introduction The Alliance Cygni. The alliance was started on the server - Shika. On the 25th of June, 2013. As a strong alliance, Cygni has seen the length of the Shika server since the launch of AvA. Continuing the Cygni alliance, on the newly merged Echo server; towards a future. As an alliance and team, it is our intention to encourage a fun and a respectful gaming environment that everyone can enjoy. Whether you enjoy PvP wholly or prefer a focus to PvM. To date, Cygni has 1431 members. Moral Rules The alliance will not tolerate anyone to be discourteous to others inside the alliance. This can include forms of cyberbullying, direct insults to a individual and intended scamming. Including; being discourteous and provoking a response. As a player, you may post game items you are selling and recruit for player vs environment tasks. Although we ask in return - Not to request trades and xp-groups too consistently within a short period. Being Part of the Cygni Alliance Includes - A uncomplicated and connected community. - A fun environment, to take part and explore Player vs Player and to play and compete; when you feel most ready. Our Existing Guilds Our current guilds include low and high level guilds with a variation of members and long-standing high level guilds. [How to join with your guild] We are recruiting Guilds immediately! and welcome all guilds and are inclusive of all languages. Contact the current alliance manager which is myself. My in-game character name is: Zargabanth, your guild leader is most welcome to contact me at any given time. When I am online or on the Imps Village Forum. Please be patient with me, if I am not on-line at the time you want your guild to join. Add my Xelor and contact me as soon as I am on. If any individual members would like to join, please contact one of Cygni's guild leaders to see if they are actively recruiting. Our future plans for the Cygni alliance - Aim to hold events, such as lotteries and dress up competitions with a particular theme in mind in Dofus. - We hope to hold PvP tournaments for players with rewards from game item donations; forming a prize pot. - Adding to this list as new request ideas emerge. I shall add a list of all Cygni guilds tomorrow after the maintenance. Including available guilds to contact, for any questions. For now I have only posted the most relevant information.
  20. G'day comrades, Tempest is currently a level 200 220-member strong guild who will be recruiting pvp-oriented players of only level 200 after the server merge. Whether you are brak, bont, neutral or simply love to kolo, take part in koths or hit percs/prisms we welcome all of these as they have and will continue to be our strength. Echo is our new home! Join the fray of our elite pvpers as we aim to crush other players in alliance wars and take control of the map. Before the merge we were a part of Iron Throne, the most dominant alliance on Rushu and so we look to continuing our momentum and place as we seek strong allies to join forces with, both from home and other international servers. What's the guild like? We're a core group of friends looking to rebuild in our new home and we're very excited to meet some new faces! We've built a chill place for people of all ages and walks of life to enjoy their downtime. Guild chat is frequently a flurry of purple. General rules - No drama & trolling (to an extent) - No toxic players - Come to koths on time, focused and prepared (healer, undertaker potions, bread etc.) - Be adequately geared for pvp; we don't recruit trash - Know your class/spec - Be respectful - Aim to improve yourself - Take constructive criticism Our leadership council currently consists of: Leader: Java SiCs: Zjuse Teign Dynamikey Carebear27 Zjava Erah Slyfer Distroya-cr Caitir Martian-Manhunter Please pm any of the above if you wish to join! Regards and see you when Echo goes live (in about 2 hours~) Zjuse
  21. Selling Dolmanax for 20m, can nego a bit :) PM me in-game Phreed or reply
  22. As title says paying 60m+ pm me here or in game for offers /w Putin
  23. First of all, hello humans! :3 So in the past few years I've been playing dofus on and of over and over again. Sadly enough, I didn't ever achieve something worth mentioning. I always used to play with some friends, get leeched to oblivion and quit. Now, we decided to come back and give it a fair shot with our own efforts. Despite the fact that my friend already got a 199 account, that was an amazingly long time ago and has nothing to do with me really, sorry. x_x We finally hit out first milestone, level 100. Yay! No - no - no - no no no. Yes we were happy, we got here by our own sweat and effort. But.. No kamas. So hell, lets buy ogrines, which we did. Now I have to say, I don't mind doing this with every set I want to buy.. But.. I honestly don't want to, lol. It would take all the fun away. So after we bought our sets, I kinda felt wrong about it. Like cheating. Why didn't we had money? Why is everything so expensive? Is it normal to not be able to just buy a set? I've played tons of mmorpg's but never really had a problem like this. Did we do something wrong? Was it because we simply grinded our way instead of questing? Is it because we need professions for money? I literally am lost and want an answer.. I don't want to buy ogrines everytime a new set is available. I want to honestly play the game but how? I asked my guildies and they all said hard work pays off, or git good or.. go catch mounts and go breed them.. but this takes months?! There was one dude that actually explained alot to me, daily quests main quests and to not grind at all, but to just quest, and do dung achievements.. If I would need money -> prof. But he also mentioned to be able to make money, you need a prof high. But it already took ages? Is the best way for xp -> main quest -> dofus quest -> dung achievs? If yes, how do I follow this? Where do I start? How do I know what Im doing? lol And the best way for kamas -> 150+ profs? If yes, Isn't this a huge timesink? What about gear then? Honestly I don't even know what to ask anymore, I got way to much questions but don't know what I want to know, If that even makes any sense.. Would love to hear a detailed answer because honestly, Im brain farting, Im lost and don't know what to do lol. Don't be afraid to add some general information to it, Im open for everything I need to know honestly.. Sorry for these noob-ish emberassing questions. -- Im playing on Rushu, Multi logging a Sram and an eni.
  24. In order to make your game experience even better, we've been working on a new feature that will make its appearance in update 2.41: Quest Tracking! In this interface, you'll easily be able to track the progress of your ongoing quests and their objectives. The days of opening the Quest Book hundreds of times to check your progress in the An Eternal Harvest quest are over. Now, you can play in comfort! How It Works When you receive a new quest, it will be automatically added to the Quest Tracking interface (you'll be able to deactivate automatic adding and add quests manually via an option in your Quest Log). The Quest Tracking interface will open once you begin tracking a quest and will close when there are no more quests to track. You'll be able to track 3 or 5 quests, depending on the option selected. If the interface is full when you receive a new quest, it won't be tracked. You will also be able to track quests directly from the Quest Book using the "Track" button, by clicking on the "pin" icon in the quest list or by clicking on an objective's "landmark" icon! The names of the stages will no longer appear in Quest Tracking. You'll simply see the quest name and the objectives, which will update automatically. To find out more about the stage, you can consult your Quest Book. You can use the pin-shaped button to activate or deactivate specific tracking of certain quests. Each quest added will display the 3 first objectives and will activate the associated landmarks if there are any, so as not to overburden the interface and the landmarks on the map and the minimap. If, however, you would like to see all of a quest's objectives, you can display them using the "See More" button. A "See Less" button will display just the 3 first objectives again. As soon as an objective is attained, it will disappear from the list and the next one will appear. The Quest Tracking interface for the An Eternal Harvest quest, for which the landmark is activated for the first three objectives. Quest objectives are given a specific color for each tracked quest. This makes quest tracking easier, especially when you're looking at the map or the minimap! The quest name is displayed when you pass the cursor over the area where it's located on the map and the minimap. You also have the option of minimizing the interface to a simple icon, placed at the edge of the window (movable). You know, just in case you'd like to pause your "Doing Quests" activity in favor of the "Tearing Apart Mobs" activity! "I'll do some quests later! Over here, Droopik!" Interactions By right clicking on a quest you can: Stop tracking this quest. Display or hide quest landmarks on the map and the minimap. Move the quest up in the list. By left clicking on a landmark you can activate or deactivate the landmark on the map or on the minimap. By right clicking on an objective you can: Remove the objective from quest tracking. If there is only one objective, this will also remove the quest. Hide the landmark for this objective. By left clicking on the green item name or monster name, you can open the bestiary where you will find more specific information about it. Please note that various information messages (commonly known as "feedbacks" in the studio) are displayed in the chat, in particular to warn you that you've reached the maximum amount of quests trackable in the interface when trying to add a new one. Options Track 3 quests maximum / Track 5 quests maximum Automatically track accepted quests Automatic resizing of the window: this option is selected by default. If you untick the box, you will be able to change the height of the window to suit you. The width of the window can always be changed, whether this option is ticked or not. Hide all landmarks Font size: small - medium Opacity of the window background: 50% - 70% - 90% We hope you'll find this new interface especially helpful during your adventures in the World of Twelve. As for me, I wish you all the best in game! Now, I'm going to get back to the mock-up of the interface for... Q & A Why don't the landmarks always show the exact location of the objective? This is mainly due to transitions between external and internal areas, which are problematic for us (especially underground, in the mines, etc.). This is an area where we'd like to make some improvements.
  25. Shield Improvement In version 2.41, the shield system will be improved and new shields will be added to the game. Find out more here. We would like to improve the shield system for the following reasons: Shields are only useful for a minority of characters (they're of no use in PvE or in the Kolossium, for example). The conditions to equip them are based on an obsolete honor points system that is too often circumnavigated and leaves too much room for cheating and pre-arranged fights. Shields are considered large cosmetic customization elements, but they can't be used with two-handed weapons. We decided to completely review the way shields work in the next update to resolve these problems. Intentions Here are our main intentions for the new shield system: Usefulness for all characters: shields will give bonuses that will be useful in all types of combat (PvP and PvE). Significant impact on playing style: shields will have new effects that might have a big impact on the way a character is played. Choice mechanic: shields that will benefit from large bonuses will also have penalties to encourage players to make decisive choices when selecting a shield. Optimal accessibility: only a level criteria applies to use a shield and all characters can use them regardless of the type of weapon they have equipped. Destruction of resources: shields must allow you to consume monster, boss and kolossoken resources. Interactions with smithmagic: it must be possible to modify shields through smithmagic and generate runes. New effects and decisive choices Shields will be equipment like none other. They will benefit from the classic effects (those you'll find on the current equipment), and they will have new effects which: Increase damage dealt (in percentages) in melee/from a distance/by weapons/by spells. Reduce damage suffered (in percentages) in melee/from a distance/by weapons/by spells. These significant effects usually come with penalties, via effects which: Increase damage suffered (in percentages) in melee/from a distance/by weapons/by spells. Reduce damage dealt (in percentages) in melee/from a distance/by weapons/by spells. Classic effects will still feature on shields in smaller quantities than other equipment, but the impact of the new damage dealt or received effects will make a huge difference to the characters' efficiencies. We link these new effects to penalties to reinforce the notion of choice and help characters choose more efficient specializations. These new effects will be exclusive to shields at first, but may eventually be used (with weaker values and not necessarily with penalties) on other future game items. Hands Free The notion of a 1 or 2-handed weapon will disappear in version 2.41, which means that you'll be able to combine a shield with any weapon in the game. We want all characters to be able to equip shields without having to worry about which weapon to use. Some weapon balancing will be integrated in version 2.41. Crafting Shields will still be crafted by Artificers. Recipes will include Boss essences, Kolossium pebbles, monster resources and harvestable resources. Transition Between Old and New Shields The shields' effects, power and recipes are going to be completely changed and we can't convert all the old shields into new shields. The PvP specific resistance effects will be removed from the game because they will be replaced by different effects that work in all game modes. Here's what we've planned: Old broken shields: they can no longer be exchanged for other shields when talking to the Bouwada NPC. They can be equipped, but not crafted, and they can still be used with Mimisymbics. They will lose their PvP resistances. Examples: Swallowed Akwadala Shield, Horned Kloome. Shields made in game: they will be renamed and you will still be able to equip them, but not craft them. They can be used with Mimisymbics. They will lose their PvP resistances. Examples: Asse Shield, Mount Stinkky Shield. Cosmetic shields (shop): these shields will lose their PvP resistance effects (if they have any), but you'll still be able to equip them and use them as cosmetic items. Examples: Solaris Shield, Chisp Shield. Cosmetic shields (events: there are no changes to these shields. They don't currently have any effects and are purely cosmetic. Examples: Kimbo Shield, Dramak Shield. Tournament shields: these shields will lose their PvP resistance and will once again become purely cosmetic shields. Example: 646 Champion Shield. The thirty or so shields that you can currently craft in game will be reused to create the new shields (we will generally keep the names and visuals of the shields) with different levels, effects and recipes. Around twenty new shields will also be added to the game for some extra diversity. We advise you to recycle shields (made before update 2.41) to get nuggets before the release of update 2.41 (they won't be able to generate nuggets after this update because it will no longer be possible to craft them). Rune Destruction, Smithmagic and Generation In order to ensure the durability of shield crafting, you will be able to smithmage them to modify their effects, and it will also be possible to shatter them to generate classic Smithmagic Runes. The new shield-specific effects will allow you to generate new types of Smithmagic Runes and can therefore be used with all equipment through exotic smithmagic! The shields' low number of effects will primarily make smithmaging these items even easier (especially with the addition of exotic bonuses), but players will be encouraged to own several shields so they can easily adapt to different fight environments. This means you'll need to add exotic bonuses to several shields. Q & A Are you planning any alternative rewards for alignment PvP? We would like to concentrate on 1v1 PvP in the Kolossium's new 1v1 system, which will offer more balanced fights with kolossokens as rewards and experience for all characters, regardless of their level and their efficiency. Therefore, we're not planning on introducing alternative rewards for alignment PvP, which has more issues than you can shake a stick at, as far as we're concerned (an overwhelming amount of cheating, pre-arranged fights, very unbalanced fights, etc.). Why keep the old versions of the shields, which get in the way when consulting the Marketplaces? We have to keep the old shields in their category so they can continue to be used with the Mimisymbics. We are aware that keeping these old shields poses readability problems in game, but we would still like for you to be able to use these shields for cosmetic purposes. Will the shields make the characters more powerful? Generally speaking, the shields are going to make characters a bit more powerful. Most of all, though, it will allow characters to be better specialized because the biggest bonuses on the shields will have penalties. It will be easier to minimize the shields' penalties in PvE than PvP (monsters can't change shield and try to specifically counter your choices), which should make some of the PvE content more simple. This modification does not, however, replace the reduced difficulty of "end game" content that we are planning in 2017. Will the shields' new effects be taken into account when previewing damage? We're going to work on the damage previews to try and take into account all the new effects added by the shields. Are you planning to add new shields after update 2.41? With the new shield system a large variety of shields can be introduced. We would, therefore, like to add new ones after update 2.41.